shader/sprite_vtx.glsl

Sat, 19 Apr 2025 12:18:43 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 19 Apr 2025 12:18:43 +0200
changeset 83
f7ce0db6f72b
parent 42
cc912686f663
child 88
6234b7ea48f3
permissions
-rw-r--r--

implement view matrix in sprite shader

#version 400 core

layout(location = 0) in vec2 position;
out vec2 texcoord;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform float depth;

void main(void) {
    vec4 pos = projection*view*model*vec4(position.x, position.y, 0, 1.0);
    // apply depth
    pos.z = depth / -1024.0;
    gl_Position = pos;
    texcoord = vec2(model[0].x, model[1].y)*position;
}

mercurial